Add offset for TextureProgress progress texture
(cherry picked from commit e78ee616f7
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e7dac5da41
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44a56c9742
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@ -60,6 +60,9 @@
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[Texture] that clips based on the node's [code]value[/code] and [member fill_mode]. As [code]value[/code] increased, the texture fills up. It shows entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't show at all if [code]value[/code] is equal to [code]min_value[/code].
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The [code]value[/code] property comes from [Range]. See [member Range.value], [member Range.min_value], [member Range.max_value].
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</member>
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<member name="texture_progress_offset" type="Vector2" setter="set_texture_progress_offset" getter="get_texture_progress_offset" default="Vector2( 0, 0 )">
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The offset of [member texture_progress]. Useful for [member texture_over] and [member texture_under] with fancy borders, to avoid transparent margins in your progress texture.
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</member>
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<member name="texture_under" type="Texture" setter="set_under_texture" getter="get_under_texture">
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[Texture] that draws under the progress bar. The bar's background.
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</member>
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@ -100,6 +100,15 @@ Ref<Texture> TextureProgress::get_progress_texture() const {
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return progress;
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}
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void TextureProgress::set_progress_offset(Point2 p_offset) {
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progress_offset = p_offset;
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update();
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}
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Point2 TextureProgress::get_progress_offset() const {
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return progress_offset;
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}
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void TextureProgress::set_tint_under(const Color &p_tint) {
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tint_under = p_tint;
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update();
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@ -360,6 +369,9 @@ void TextureProgress::draw_nine_patch_stretched(const Ref<Texture> &p_texture, F
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}
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}
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if (p_texture == progress) {
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dst_rect.position += progress_offset;
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}
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p_texture->get_rect_region(dst_rect, src_rect, dst_rect, src_rect);
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RID ci = get_canvas_item();
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@ -403,20 +415,24 @@ void TextureProgress::_notification(int p_what) {
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Size2 s = progress->get_size();
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switch (mode) {
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case FILL_LEFT_TO_RIGHT: {
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Rect2 region = Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y));
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draw_texture_rect_region(progress, region, region, tint_progress);
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Rect2 region = Rect2(progress_offset, Size2(s.x * get_as_ratio(), s.y));
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Rect2 source = Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y));
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draw_texture_rect_region(progress, region, source, tint_progress);
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} break;
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case FILL_RIGHT_TO_LEFT: {
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Rect2 region = Rect2(Point2(s.x - s.x * get_as_ratio(), 0), Size2(s.x * get_as_ratio(), s.y));
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draw_texture_rect_region(progress, region, region, tint_progress);
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Rect2 region = Rect2(progress_offset + Point2(s.x - s.x * get_as_ratio(), 0), Size2(s.x * get_as_ratio(), s.y));
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Rect2 source = Rect2(Point2(s.x - s.x * get_as_ratio(), 0), Size2(s.x * get_as_ratio(), s.y));
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draw_texture_rect_region(progress, region, source, tint_progress);
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} break;
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case FILL_TOP_TO_BOTTOM: {
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Rect2 region = Rect2(Point2(), Size2(s.x, s.y * get_as_ratio()));
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draw_texture_rect_region(progress, region, region, tint_progress);
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Rect2 region = Rect2(progress_offset + Point2(), Size2(s.x, s.y * get_as_ratio()));
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Rect2 source = Rect2(Point2(), Size2(s.x, s.y * get_as_ratio()));
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draw_texture_rect_region(progress, region, source, tint_progress);
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} break;
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case FILL_BOTTOM_TO_TOP: {
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Rect2 region = Rect2(Point2(0, s.y - s.y * get_as_ratio()), Size2(s.x, s.y * get_as_ratio()));
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draw_texture_rect_region(progress, region, region, tint_progress);
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Rect2 region = Rect2(progress_offset + Point2(0, s.y - s.y * get_as_ratio()), Size2(s.x, s.y * get_as_ratio()));
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Rect2 source = Rect2(Point2(0, s.y - s.y * get_as_ratio()), Size2(s.x, s.y * get_as_ratio()));
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draw_texture_rect_region(progress, region, source, tint_progress);
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} break;
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case FILL_CLOCKWISE:
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case FILL_COUNTER_CLOCKWISE:
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@ -427,8 +443,9 @@ void TextureProgress::_notification(int p_what) {
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float val = get_as_ratio() * rad_max_degrees / 360;
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if (val == 1) {
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Rect2 region = Rect2(Point2(), s);
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draw_texture_rect(progress, region, false, tint_progress);
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Rect2 region = Rect2(progress_offset, s);
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Rect2 source = Rect2(Point2(), s);
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draw_texture_rect_region(progress, region, source, tint_progress);
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} else if (val != 0) {
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Array pts;
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float direction = mode == FILL_COUNTER_CLOCKWISE ? -1 : 1;
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@ -454,14 +471,14 @@ void TextureProgress::_notification(int p_what) {
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Vector<Point2> uvs;
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Vector<Point2> points;
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uvs.push_back(get_relative_center());
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points.push_back(Point2(s.x * get_relative_center().x, s.y * get_relative_center().y));
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points.push_back(progress_offset + Point2(s.x * get_relative_center().x, s.y * get_relative_center().y));
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for (int i = 0; i < pts.size(); i++) {
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Point2 uv = unit_val_to_uv(pts[i]);
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if (uvs.find(uv) >= 0) {
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continue;
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}
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uvs.push_back(uv);
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points.push_back(Point2(uv.x * s.x, uv.y * s.y));
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points.push_back(progress_offset + Point2(uv.x * s.x, uv.y * s.y));
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}
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Vector<Color> colors;
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colors.push_back(tint_progress);
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@ -484,17 +501,19 @@ void TextureProgress::_notification(int p_what) {
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}
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} break;
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case FILL_BILINEAR_LEFT_AND_RIGHT: {
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Rect2 region = Rect2(Point2(s.x / 2 - s.x * get_as_ratio() / 2, 0), Size2(s.x * get_as_ratio(), s.y));
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draw_texture_rect_region(progress, region, region, tint_progress);
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Rect2 region = Rect2(progress_offset + Point2(s.x / 2 - s.x * get_as_ratio() / 2, 0), Size2(s.x * get_as_ratio(), s.y));
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Rect2 source = Rect2(Point2(s.x / 2 - s.x * get_as_ratio() / 2, 0), Size2(s.x * get_as_ratio(), s.y));
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draw_texture_rect_region(progress, region, source, tint_progress);
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} break;
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case FILL_BILINEAR_TOP_AND_BOTTOM: {
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Rect2 region = Rect2(Point2(0, s.y / 2 - s.y * get_as_ratio() / 2), Size2(s.x, s.y * get_as_ratio()));
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draw_texture_rect_region(progress, region, region, tint_progress);
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Rect2 region = Rect2(progress_offset + Point2(0, s.y / 2 - s.y * get_as_ratio() / 2), Size2(s.x, s.y * get_as_ratio()));
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Rect2 source = Rect2(Point2(0, s.y / 2 - s.y * get_as_ratio() / 2), Size2(s.x, s.y * get_as_ratio()));
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draw_texture_rect_region(progress, region, source, tint_progress);
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} break;
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case FILL_MODE_MAX:
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break;
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default:
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draw_texture_rect_region(progress, Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y)), Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y)), tint_progress);
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draw_texture_rect_region(progress, Rect2(progress_offset, Size2(s.x * get_as_ratio(), s.y)), Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y)), tint_progress);
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}
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}
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if (over.is_valid()) {
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@ -586,6 +605,9 @@ void TextureProgress::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_tint_over", "tint"), &TextureProgress::set_tint_over);
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ClassDB::bind_method(D_METHOD("get_tint_over"), &TextureProgress::get_tint_over);
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ClassDB::bind_method(D_METHOD("set_texture_progress_offset", "offset"), &TextureProgress::set_progress_offset);
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ClassDB::bind_method(D_METHOD("get_texture_progress_offset"), &TextureProgress::get_progress_offset);
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ClassDB::bind_method(D_METHOD("set_radial_initial_angle", "mode"), &TextureProgress::set_radial_initial_angle);
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ClassDB::bind_method(D_METHOD("get_radial_initial_angle"), &TextureProgress::get_radial_initial_angle);
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@ -605,6 +627,7 @@ void TextureProgress::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_under", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_under_texture", "get_under_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_over", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_over_texture", "get_over_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_progress", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_progress_texture", "get_progress_texture");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_progress_offset"), "set_texture_progress_offset", "get_texture_progress_offset");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "fill_mode", PROPERTY_HINT_ENUM, "Left to Right,Right to Left,Top to Bottom,Bottom to Top,Clockwise,Counter Clockwise,Bilinear (Left and Right),Bilinear (Top and Bottom),Clockwise and Counter Clockwise"), "set_fill_mode", "get_fill_mode");
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ADD_GROUP("Tint", "tint_");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "tint_under"), "set_tint_under", "get_tint_under");
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@ -61,6 +61,9 @@ public:
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void set_fill_mode(int p_fill);
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int get_fill_mode();
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void set_progress_offset(Point2 p_offset);
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Point2 get_progress_offset() const;
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void set_radial_initial_angle(float p_angle);
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float get_radial_initial_angle();
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@ -100,6 +103,7 @@ public:
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private:
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FillMode mode;
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Point2 progress_offset;
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float rad_init_angle;
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float rad_max_degrees;
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Point2 rad_center_off;
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